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  Nepafu's Camera/ Posing Script
Posted by: awsumpops - Today, 08:48 AM - Forum: Modding Questions & Discussions - Replies (1)

Hey everyone, 

I was wondering if anyone is well informed enough to at least explain the basics of how to pose on Nepafu's script on CE. I've tried messing around with it and I've only had luck with looping idle animations and making characters have blank faces with the facial expression tool.

Thanks in advance,

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  Chun-Li swimsuit (C4) costume tattoo
Posted by: Mapsking - Today, 07:13 AM - Forum: Miscellaneous - No Replies

Completely random question, but I noticed tonight, that Chun-Li's swimsuit costume (C4) has a tattoo on her right middle back, and was just curious if anyone who has 3D modeling ability or experience, or anyone, really, might be able to look at it closely, and see what it actually is.  Not important, of course, just curious, as you can't see it in game when playing.

Huh  Cool


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  Segadordelinks' Dissidia Mods
Posted by: Segadordelinks - 11-20-2020, 12:29 PM - Forum: Dissidia Final Fantasy NT - No Replies

Hi, everyone:

Here is my first mod for Dissidia Final Fantasy NT.
Thanks to monkeygigabuster for his help.

Rinoa Barefooted

Show ContentSpoiler:

Replaces the Party Dress 1.

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  How to add additional color "section"?
Posted by: Mapsking - 11-19-2020, 12:45 PM - Forum: Modding Questions & Discussions - Replies (4)

Is there a way to add an additional part that can be colorized separately using the color edit tool?  As an example, if there is a section called "body", which changes the face, hands, legs, and arms, but I want to change them independently, is there a way to do this?  That way, I can change the colors of only the arms or only the legs, but not the face? 

Thanks, Mapsking

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  Fighting EX Layer Character Modding Guide and Tutorial
Posted by: Remy2FANG - 11-16-2020, 11:59 PM - Forum: Tools, Tutorials & Resources - No Replies

This is a quick overview on how to mod characters in FIGHTING EX LAYER.  If you have an idea on how to mod SFV, you should be fine.  Although modding FEXL is somewhat different than SFV, many aspects of it is still quite similar.  If you're new to modding in general, start with @sleepy_scrub tutorial: and my little video here:


- QuickBMS (provided by @robhal  ) :!BNIxRKyB!I2uyqhvFcZO4Y...S0d0IT0v4Q
- Umodel :
- FEXL Character Resource Pack (provided by @dibujantew  ) :
- Blender 3D
- Texture editing program like Photoshop or GIMP
- Unreal Engine 4 (Version 4.19 specifically) :
- u4pak-master (provided by @Monkeygigabuster ) : 


Use QuickBMS the way you'd do for SFV.  Watch this vid to have an idea:

Go to:

C:\Program Files (x86)\Steam\steamapps\common\FIGHTING EX LAYER\EXF\Content\Paks 

Place all of the QuickBMS/SF-Extract stuff in Paks.  Click on extract-all.bat .  Easy.  Only less than 6 GB.

Also, create the ~MODS folder inside C:\Program Files (x86)\Steam\steamapps\common\FIGHTING EX LAYER\EXF\Content\Paks\


In Umodel, type in and open: 

C:\Program Files (x86)\Steam\steamapps\common\FIGHTING EX LAYER\EXF\Content\Paks\out\EXF\Content\player\plxx
(xx = 01, 02, etc ...specific character you want)

[Image: 50610733393_edd8dfa81a_b.jpg]

File directory for characters:

m00_mdl = Mesh/Model folder that has the Mesh, Physics, Skeleton, and Animation assets.

c00 = Has Materials and Textures of that character.  Texture types:  Color = _col, Normal Bump Map = _nor, shininess/roughness/SRMA = _orm (_ors for skin materials) .

c01, c02, etc = Alt Color Textures.

Inside c00 is where you can preview and extract Textures (files' names that starts with T_).  Check the Materials as well to have an idea which Textures it matches with (files' names that starts with MI_).

As for the models themselves, I recommend using dibujantew's Character Resource Pack ( ).  The bones from the fbx files are ported properly.  Exporting the models as .psk files from Umodel and then converting them as fbx files in Blender DO NOT WORK as they will make the game crash.  DO NOT export models as .psk files.  JUST USE THE CHARACTER RESOURCE PACK.

MODDING IN BLENDER 3D (quick overview)

Import fbx file from the Character Resource Pack (I'll use Hokuto).

Click on the mesh and check the Vertex Section.  Make sure that the UV Map is named UVChannel_1 so that the Textures will be displayed properly in the game.

[Image: 50610733513_5b95077a4b_b.jpg]

Check the Materials Section.  They're all named Material 001, 002, etc.  Good thing about FEXL modding is that you don't have to rename them to match the actual Materials of the character.  You can check which Material goes with which vertices in Edit Mode and select the Material.  But otherwise, no need to rename them.  As long as each Material has vertices that are assigned to it and are in the same load order as the original, then it should be fine.  Just leave it the way it is.  

[Image: 50610733443_f5ff6e5a0f_b.jpg]

[Image: 50611476216_a030884529_b.jpg]

You can add XNALara clothes on these characters and assign them to the appropriate Material.  Works similarly as if you're working on SFV characters.  Here, I added F.A.N.G 's clothes to Hokuto (don't mind the halfass work here).  I separated his clothes, transferred Hokuto's mesh weight to the clothes, have the clothes joined to Hokuto's mesh in Object Mode, and assigned the clothes to Hokuto's Material.007 in Edit Mode.  If you're not familiar with this process, read here:

[Image: 50610733548_052b7545d3_b.jpg]

Looks like we're good to go.  Click on the Mesh, hold on to the Shift-key, and then click on the Armature.

Go to File, Export, FBX.  Save it like this:

Selected Objects: CHECKED
Object Types:  Armature, Mesh (both must be highlighted)

Smoothing: Face

Armature FBXNode Type: Root
Add Leaf Bones: UNCHECKED

Bake Animation:  UNCHECKED



The only thing I did was add FANG's clothes onto Hokuto, so the only Textures I need are FANG's textures.  There's going to be three types, _col, _nor, and _orm.  Because the clothes are on Hokuto's Material.007 (the original Material's name is MI_pl17_m00_c00_parts) , the textures that will be modded are:


Basically, all I did is renaming FANG'S tga files lol.  Very simple mod for this example.


The file directories should look like this:


When importing the fbx file of your mod, the Uniform Scale size should be at : 0.3937007874
No need to import Materials, so just uncheck that.

[Image: 50611593117_b9f60ef5ab_b.jpg]

Mesh, Physics, and Skeleton will all be in the m00_mdl folder.

[Image: 50610733423_8818e47e4b_b.jpg]

Textures are placed in c00.
Alt colors go to c01, c02, c03, etc.  Only the _col textures are placed there.

[Image: 50610733618_f6b4aba9c5_b.jpg]

Textures should be edited as:

Color Textures (col) :
Compression Without Alpha : CHECKED
PF_DXT1 format 
No Streaming = UNCHECKED

Normal Textures (nor) :
Compression Without Alpha : UNCHECKED
PF_BC5 format
No Streaming = UNCHECKED

Shiny/Roughness Textures (ORM/ORS):
Compression Without Alpha : CHECKED
PF_DXT1 format 
No Streaming = UNCHECKED

No need to assign Materials to the Mesh.  It's already assigned.

After all of this, just Cook the files (File --> Cook Content For Windows ).


Create the Mod folder with this kind of directory


To get the cooked files, go to:
 ...Documents\Unreal Projects\ModName\Saved\Cooked\WindowsNoEditor\ModName\Content\player\pl17\m00_mdl

Copy the cooked Mesh and Skeleton assets (both uasset and uexp) and paste them inside the m00_mdl folder inside the MOD folder.  Do not put cooked Physics assets into the folder, unless you made physics assets.

Also ,copy the cooked Textures (all uasset/ubulk/uexp ) from c00, c01, c02, etc and paste them to the appropriate c00, c01, c02, etc folders inside the MOD folder.

After that, drop the entire EXF folder into Repack.bat within the u4pak-master folder.  It should comeout as Test_P.pak .  You can rename this .pak however you want, BUT it must end with _P .  Example would be ModName_P.pak .  Without the _P part, the mod will not work.

[Image: 50611583731_f09edd2717_z.jpg]


Place the pak file into 

C:\Program Files (x86)\Steam\steamapps\common\FIGHTING EX LAYER\EXF\Content\Paks\~MODS

[Image: 50611597892_7c5a380e38_b.jpg]



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  Regular Character Swaps Tutorial
Posted by: Segadordelinks - 11-16-2020, 07:37 PM - Forum: Tools, Tutorials & Resources - No Replies

Hi, everyone:

In this tutorial I'm gonna teach you how to swap the items of the regular characters. It needs extracting files and hex-editing, but maybe someone can make a tool so everyone can do this.
In this example I'm gonna give Hilde's color 1 the full Crown Princess outfit.

Tools needed:

-Extract Tool: Files and tutorial here.
-uModel: To see the files and folders of the game. Useful to know which files correspond to which item.
aes key: QyNTD(BsaNlg_)q2uO96blfz%tNCy#.gKo*y7JpYe6U(TL,M#~88Pkqs/l0~x,gc
-HxD: Or any other hex-editor.
-upak: To create your .pak file.

Where is the info:

-Start extracting the files as in the tutorial I linked above.

The files that set which items each character wear are in the "Chara/RegularProfile" folder (DLC characters have similar folders in their respective DLC folders).
There is a file for each color, so you can have 2-4 different sets (character depending).

Hilde's folder is "SoulCaliburVI/Content/DLC/07/Chara/RegularProfile".

Show ContentSpoiler:

Editing the file:

We need to hex-edit the .uexp file for the color we want. In this case it's gonna be "RP_028.uexp" (Hilde's color 1).

Recreate the folder structure and copy the file there.
Show ContentSpoiler:

-Open the file in your hex-editor and scroll down a bit and you'll find the references for the different parts of that costume (including naked parts). Notice that "Content" is called "Game" in these files.
Show ContentSpoiler:

-Now just replace the references for the ones you want. Notice that the file name is duplicated after a ".", you have to duplicate it too.
  • This can be used for items, hairstyles, faces and bodies.
  • The new item will have the character's proportions.
  • The new item will have it's default colors.
  • This method is 100% compatible with item replacement mods. The modded item will appear.

There are some limitations, though:
  • The number of slots the costume has. Notice that not all colors have the same number of slots.
  • Swapping extra items with non-extra items makes the game crash.
  • Depending on the slots that you use, the items may break in a different way.
  • The swapped items retain their color, so if the new item has skin it will retain the skin color too, creating seams.
  • Regular characters don't have a full body, so you can create holes. If necessary, you can use CaS body (Female:"/Game/Parts/Nude/nude_001_f.nude_001_f". Male:"/Game/Parts/Nude/nude_001_m.nude_001_m"), but you may find the skin color issue.
  • You can use male items on females and vice-versa, but they don't match.
  • The lenght of the routes.
About the lenght of the routes:

The size of the file must not change.
  • If the new item's route has the same lenght than the old one, then just replace it.
  • If it's shorter just fill with 00 (zeros) the extra letters.
  • But what happens if the route is longer?
That's why I created this file.
Place it in your ~mods folder.

I created Parts folders with shorter routes for every item (Character and CaS) and a file to add all of them to the game. An update will be required after every DLC is released.
So if you need a shorter route, you can use the one from this file.
You can see the route and name of the files with uModel (I didn't change the name of the files, just the folders in which they are).

For Crown Princess Helmet the route is "/Game/Parts/Head/head_228_f.head_228_f"
Repeat the same for all the items.
Show ContentSpoiler:

Creating the .pak file:

The file is created the usual way:
-Copy the "SoulCaliburVI" folder you created in the "upak" folder and drag it to  "DROP_MOD_FOLDER_HERE.bat".
-It will create a file inside the "pak" folder. Move it to your "~mods" folder and it's ready to go.
Show ContentSpoiler:
There it is: Hilde in her modded Crown Princess outfit.

-Regular characters may have shadows painted in their textures. To fix this issue I created this file. It will remove the shadows from all characters.
-If you want a part to disappear, just write a wrong name or path.

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  How to install...
Posted by: Zarna - 11-15-2020, 03:24 PM - Forum: Modding Questions & Discussions - Replies (2)

guys i have some mods in my game but i didn`t tried one things yet. I am a little afraid if it could crush the game. I did not installed Chun-Li Seashell Bikini, from Brutal Ace. There are mods to switch from Menat into Chun-Li Seashell Bikini. Normaly i install everythung with ~mod method. Now i saw that the files for the "swap files" are no pak. they are bak. and many USSAT files. How do i nedd to install this, that it works?

Thx for reading and watching.

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  Noob Model Swap Question
Posted by: tempuspiscator - 11-14-2020, 02:03 PM - Forum: Modding Questions & Discussions - Replies (2)

I'm not good at English, Sorry!

I tried Model Swap with HXD.
However, the character's face turns strangely in the in-game.
It seems to return to the original character's face.
There is no problem when using the character selection window or CA.
I think problem on the mesh side, but I don't know what to do.

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  Raging Demon
Posted by: teiga - 11-12-2020, 08:19 AM - Forum: Stage & Sound Mods - No Replies

Would it be possible to get the sound from Akuma and Kage's raging demon victory, please? Smile Smile

It would be the sound that's happening at the same time as the K.O sound 

It happens at 0:09 and 0:31 respectively.

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Posted by: wadewatts34 - 11-08-2020, 01:37 AM - Forum: Modding Questions & Discussions - No Replies

Can some explain to me how to make my mod into a .sig file, ive tried only puting my mod into a pak alone without sig file but the game never loaded so can someone please help me? Thx.

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